Knuckle Cracker

Creeper World 2 => Suggestions => Topic started by: D3fr0s7 on May 28, 2011, 10:05:48 AM

Title: Multiplayer?
Post by: D3fr0s7 on May 28, 2011, 10:05:48 AM
Why can't this game have multiplayer? like 1 on 1 multiplayer? Lets say you want to play multiplayer, and you find a game and play against one other player. You are the builder with the ship, and the other player is the creeper, and in the next round, you trade factions. It sounds like it could work. The player with the creeper is able to create drones and excavate and send spores annually to places on the map. And the builder with the ship can do everything he normally does as that faction.| or head-to-head mode where you can see your partners screen and see who can finish a map faster? | This mode I had in mind is a little bit more complex, what if you make Co-op and play with another player, all his buildings are in one dimension, and your buildings are in another dimension. so that they don't interfere with building space, and the creeper is 2x stronger, and in both dimensions. like buildings in dimension 1 can kill creeper in dimension 1 and 2, as well as in dimension 2. Here is an attached pic of what I had in mind.

-Pic-
Circled by (red) you see that power-plants (or any buildings) do not interfere with each other.
Circled by (Purple) you see that is dimension 1, there is 2 weapons attacking creeper. but in dimension 2, all you see is the destruction of creeper.
Circled by (Teal)  you see in dimension 2, an anti-creeper maker producing anti-creeper, while in dimension 1, all you see is the destruction of it.
(Buildings never interfere with each other)(Never see other player's buildings)
I also have another idea in mind, but ill wait for a reply.
Title: Re: Multiplayer?
Post by: UpperKEES on May 28, 2011, 10:10:16 AM
See here (http://knucklecracker.com/forums/index.php?topic=4697.0) for 9 pages with answers. ;)
Title: Re: Multiplayer?
Post by: D3fr0s7 on May 28, 2011, 10:13:54 AM
Just a suggestion >.>
Title: Re: Multiplayer?
Post by: ontheworld on May 28, 2011, 11:39:12 AM
Quote from: D3fr0s7 on May 28, 2011, 10:13:54 AM
Just a suggestion >.>

Why not post that suggestion in the thread already made for it?
Especially since two of the suggestions were already made (with the second basically how high score works, but then at smaller scale.)
Title: Re: Multiplayer?
Post by: Grauniad on May 28, 2011, 01:23:48 PM
The previous topic on multiplayer in CW2 (http://knucklecracker.com/forums/index.php?topic=4697.0) is in the now-locked-for-posting CW2 Pre-Release Talk (http://knucklecracker.com/forums/index.php?board=11.0) board. There is also a misleadingly-titled poll on multi-player (http://knucklecracker.com/forums/index.php?topic=6807.0) in the Random section.

Since talk of multi-player is inevitable, I will leave this topic here rather than move/lock it. Note however, that since this topic was broached many moons ago in CW1, Virgil has never responded at all. That should be a clear indication of where his thinking on this is.

More than a technical decision, it is also a business decision and a substantial one on both fronts. I would imagine that the business case for a multi-player game is a hard one to make.
Title: Re: Multiplayer?
Post by: TTophat on May 28, 2011, 01:25:25 PM
Actually...gameplay wise, all you would really need to do would be to balance out how structures would hurt eachother, and then how gravity would work (reverse for each person, perhaps, so they were both "at the top" (though it could work quite easily in space levels).  It wouldn't have worked for the original, but it could work quite well, since the AI was given more abilities.  I suppose Makers/emitters would need some balancing for multiplayer...

Title: Re: Multiplayer?
Post by: Grauniad on May 28, 2011, 01:30:13 PM
I"m not going to go into a debate with you (or anyone else) on this topic. What we say or do has no bearing on the eventual outcome. I will, however point out that your "all you would really need" are about as correct as Jules Verne's depiction of a moon trip in "From the Earth to the Moon (http://er.jsc.nasa.gov/seh/vernwork.html)."
Title: Re: Multiplayer?
Post by: MadMag on May 28, 2011, 01:42:02 PM
(http://i.imgur.com/3RxY7.gif)
Title: Re: Multiplayer?
Post by: thepenguin on May 28, 2011, 03:33:05 PM
Quote from: Grauniad on May 28, 2011, 01:23:48 PM
The previous topic on multiplayer in CW2 (http://knucklecracker.com/forums/index.php?topic=4697.0) is in the now-locked-for-posting CW2 Pre-Release Talk (http://knucklecracker.com/forums/index.php?board=11.0) board.

request to move, and merge this thread with it
Title: Re: Multiplayer?
Post by: Jeff on June 11, 2011, 08:23:10 PM
multiplayer would awesome but it depends on virgilw opinon.
Title: Re: Multiplayer?
Post by: Kamron3 on June 11, 2011, 08:57:54 PM
I'm thinking that the community has already stated several times that it doesn't want a multiplayer.

N. O. to multiplayer.

(http://i.imgur.com/xDkeG.jpg)
Title: Re: Multiplayer?
Post by: peter on June 11, 2011, 10:00:38 PM
Quote from: Grauniad on May 28, 2011, 01:30:13 PM
I"m not going to go into a debate with you (or anyone else) on this topic. What we say or do has no bearing on the eventual outcome. I will, however point out that your "all you would really need" are about as correct as Jules Verne's depiction of a moon trip in "From the Earth to the Moon (http://er.jsc.nasa.gov/seh/vernwork.html)."

I almost missed your reply because I had been laughing so much at that phrase that there were tears in my eyes.

As many realise, (including yourself) there is an awful lot that is needed to run a multiplayer game, and that this is not one is both a blessing, and not a surprise.
Title: Re: Multiplayer?
Post by: Ytaker on June 13, 2011, 07:02:29 PM
Multiplayer is very tricky to code. Indie game developers don't like doing it. Multiplayer can as much as double your profits so a lot of modern games have it, but it's a fornlorn hope for it to be in cw2.
Title: Re: Multiplayer?
Post by: LOL on June 26, 2011, 08:12:48 PM
I've been also thinking about that, and I have some ideas, too:
Maker=
Spoiler
Emitter
[close]
Micro-Rift/Liberation Ship=
Spoiler
Gateway
[close]
Anti-Creeper=
Spoiler
Creeper
[close]
Large Red X=
Spoiler
Small Blue X
[close]
Here, in the table, is: Above is what P1 sees; in the spoiler is what P2 sees.
Title: Re: Multiplayer?
Post by: Fisherck on June 26, 2011, 09:35:23 PM
I have never seen an emitter or gateway move... :)
Title: Re: Multiplayer?
Post by: Ebon Heart on June 26, 2011, 09:46:49 PM
Quote from: Fisherck on June 26, 2011, 09:35:23 PM
I have never seen an emitter or gateway move... :)
they don't need to. :P
Title: Re: Multiplayer?
Post by: Ytaker on June 26, 2011, 10:14:07 PM
Quote from: Grauniad on May 28, 2011, 01:23:48 PM
The previous topic on multiplayer in CW2 (http://knucklecracker.com/forums/index.php?topic=4697.0) is in the now-locked-for-posting CW2 Pre-Release Talk (http://knucklecracker.com/forums/index.php?board=11.0) board. There is also a misleadingly-titled poll on multi-player (http://knucklecracker.com/forums/index.php?topic=6807.0) in the Random section.

Since talk of multi-player is inevitable, I will leave this topic here rather than move/lock it. Note however, that since this topic was broached many moons ago in CW1, Virgil has never responded at all. That should be a clear indication of where his thinking on this is.

More than a technical decision, it is also a business decision and a substantial one on both fronts. I would imagine that the business case for a multi-player game is a hard one to make.

http://forums.highdefdigest.com/game-consoles-smackdown/17693-report-online-features-double-game-sales-wii-trails.html
Quote
The study, which examined more than 400 games for Xbox 360, PS3, and Wii through June 1, found that titles supporting online multiplayer bring in twice the amount of sales than those without. Even games with minimal online support tend to make almost 25 percent more revenue than offline games.
There's a reason developers put multiplayer in it so often. It doubles your income. It's a pretty good business decision.
Title: Re: Multiplayer?
Post by: peter on June 26, 2011, 10:36:39 PM
Just a few things that would be needed to make CW2 a miltiplayer game, there are many more, and all make it a complicated thing to do.

Recoding many parts of the game.  (The game took best part of a year if not more to write, so would be possibly just as long to add MP into it)

Dedicated MP servers.  (While a MP game can be played on a p2p format those that do generally are not as complicated as CW2 would be)  (To run a game as complicated as CW2 there would be the need for dedicated servers to run the games, this would cut down on some of the latency issues that would happen due to PC's not being Wii's so everyone has a different system.  However, this would not stop latency issues, and would cause more problems than it would solve.)

Cost of the game.  (To make CW2 into a MP game, with everything needed to do so, would make the game a much more costly game for players to buy.  Therefore lowering the number who may take it up as a casual game.)

CW world in general.  (CW world is not really a MP enviroment, this is a game you can pick up when you have 5 or 50 minutes spare, to blow away some time, if it were a MP game there would have to be in general a more organized player mindset as to when people choose to play.  It would not be as casual as it currently is, and was designed to be.)

Subscriptions.  (Many games on platforms such as Wii and XBox use a subscription service to help cover the ongoing costs.  They can do that because those players are playing on systems that are almost identical, so no advantages or disadvantages are gained, so they have a constant gaming experience.  This would not work with a PC based game such as CW2 as a tiny latency would result in the loss of a game session due to faster connection speeds by other players.  Not something anyone enjoys.)

Those are just a few reasons why this game would not make a great MP game, but mainly, it was never designed to be a MP game, so it would not be the same game you currently play if it were ever to dive into the MP world.

Yes, many platforms out there have great MP games, but there are only a few great MP games on PC's, and I do not think any would come close to the type of game that CW2 is, so are not really comparable.

This is just my thoughts and opinions, so if you do not agree that is your right, but do not try to rip my thoughts to shreads as they are only thoughts, not law.
Title: Re: Multiplayer?
Post by: Kithros on June 26, 2011, 10:51:18 PM
I can't really speak for other people, but quite frankly even if there were multiplayer I know I wouldn't even use it simply because the pause feature couldn't exist in a multiplayer format, and I'd rather not have the game devolve to whoever can click the fastest.
Title: Re: Multiplayer?
Post by: Ebon Heart on June 26, 2011, 11:10:51 PM
Quote from: Kithros on June 26, 2011, 10:51:18 PM
I can't really speak for other people, but quite frankly even if there were multiplayer I know I wouldn't even use it simply because the pause feature couldn't exist in a multiplayer format, and I'd rather not have the game devolve to whoever can click the fastest.
first off, whoever clicks the fastest would just go into deficit fastest. second, I don't know much about this, but what if it just used a lan network for multiplayer games? Of course, there'd still be the issue of coding, but... eh.
Title: Re: Multiplayer?
Post by: Echo51 on June 27, 2011, 03:41:46 AM
More importantly then any other issue i believe, is that it's Flash. From what i've seen, it's just too slow to communicate with a backend(server), retrieve and render all of the creeper, packet locations and such, along with the server also has to simulate that creeper, and send out updates atleast twice a second.

Bandwidth hog and probably quite a bit too slow to actually... say "work" in a practical manner. now before you come say stuff like Transformice works fine. sure, but that only tracks the position of the players, which is just x+y+a few loose variables.
Title: Re: Multiplayer?
Post by: thepenguin on July 05, 2011, 12:45:14 PM
the game engine can barely handle what virgil has given it already, MP would give us a nice, stable 10FPS
Title: Re: Multiplayer?
Post by: Ytaker on July 05, 2011, 04:35:35 PM
You could run it locally on one master computer, and simply have the other computers send position updates and build updates. Maybe have them run local simulations which would update every few seconds That would remove a lot of the hassle of doing it cross multiplayer. You'd get some artifacts, but all multiplayer has artifacts.

It won't happen though, sadly.